40K VWMkIII - Battle #62, Finals - Dark Eldar versus Eldar - Warhammer 40K Fantasy

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  1. #1
    Now with STFU flames! Caluin's Avatar
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    40K VWMkIII - Battle #62, Finals - Dark Eldar versus Eldar

    Please see this thread on how to participate in these games. I want to stress to everyone that the mission means everything. He who stands the best way to score Victory Points should be the winner. All missions have the Infiltration, Deep Strike, and Victory Points special rules.

    Mission Type - Seek and Destroy


    Dark Eldar Wych Cult


    Headquarters – 188 points
    Wych Archite:
    Mask of the damned; Power Weapon; Jet Bike; Combat Drugs; Plasma Grenades; Shadow Field; Tormentor Helm; Splinter Pistol

    Elites – 300 points
    Warriors squad – Ten (10) men
    Eight (8) armed with Splinter Rifles
    Two (2) armed with Dark Lances

    Warriors squad – Ten (10) men
    Eight (8) armed with Splinter Rifles
    Two (2) armed with Dark Lances

    Warriors squad – Ten (10) men
    Eight (8) armed with Splinter Rifles
    Two (2) armed with Dark Lances

    Troops – 800 points
    Wyches Squad – Eight (8) men
    Seven armed with Wych Weapons; Splinter Pistol and CCW
    Succubus: Agonisor and Splinter Pistol; Goblet of Spite
    Raider: Dark Lance; Horrorfex.

    Wyches Squad – Eight (8) men
    Seven armed with Wych Weapons; Splinter Pistol and CCW
    Succubus: Agonisor and Splinter Pistol
    Raider: Dark Lance; Horrorfex.

    Wyches Squad – Eight (8) men
    Seven armed with Wych Weapons; Splinter Pistol and CCW
    Succubus: Agonisor and Splinter Pistol
    Raider: Dark Lance; Horrorfex.

    Wyches Squad – Eight (8) men
    Seven armed with Wych Weapons; Splinter Pistol and CCW
    Succubus: Agonisor and Splinter Pistol
    Raider: Dark Lance; Horrorfex.

    Heavy Support – 345 points
    Ravager:
    Three (3) Dark Lances

    Ravager:
    Three (3) Disintegrators

    Ravager:
    Three (3) Disintegrators

    Special – 213 points
    Warp beast pack – Six (6) models
    Beast master: Agonizer and Splinter Pistol
    Five (5) Warp Beasts

    Warp beast pack – Six (6) models
    Beast master: Agonizer and Splinter Pistol
    Five (5) Warp Beasts

    Warp beast pack – Five (5) models
    Beast master: Agonizer and Splinter Pistol
    Four (4) Warp Beasts

    Strategy:
    (PLEASE READ) Ok since not too many people are familiar with DE, especially the updated codex rules I’ll give a quick run down of some of the wargear and just what this army can do. The updates are posted http://uk.games-workshop.com/darkeld...dex-update.pdf]HERE[/url].

    Lets start with the lord. This is a Wych Lord and can therefore take wyches as troops, make warp beast packs not count towards the force organization chart, also removing the 0-1 limit, and warriors count as elites. The Mask of the Damned forces any unit wishing to assault him to take a leadership test, if failed, they may not assault him. After his wargear upgrades he has a 12inch move, S4, T4, I8, WS6, 2+ invulnerable, 4+ wych dodge if the 2+ fails, and 6 power weapon attacks on the charge. This is of course without any benefits he may be gaining from combat drugs. Unlike normal drugs, I get to roll many dice for upgrades if I choose. Plus he’s an IC, so he cannot be targeted.

    The 3 warrior squads are standard, but sporting 6 dark lances between them, they pack a punch.

    The wych squads are amazing in close combat. The Succubi have agonisers for some quick power weapon kills. Wych weapons do 2 things. Any models in an assault with the wyches lose bonus attacks for having 2 cc weapons. This can effectively halve a squads attacks that are being charged by the wyches. On top of that, any models with a base strength of less than 6 must halve their weapon skill! And lets not forget that wyches will hit 1st against most opponents, and don’t forget combat drugs! The raiders have horrorfexes which basically allow them to pin squads they shoot at with it. One squad has a goblet of spite. This nifty piece of wargear allows every model in the squad to hit on a 3+ regardless of all other factors!

    The Ravagers will lay down some heavy fire. 3 dark lances and 6 space marine killing disintegrators pack quite a punch.

    The warp beasts are vulnerable to shooting, but hey, there’s 3 of them. Plus there are more pressing targets for the enemy to deal with. They move as cavalry and pack a huge punch in cc.

    A few more notes: This army has 13 dark lances! This is more than enough to down any amount of tanks. Plus it has an insane amount of mobility and cc prowess. With all this speed and firepower, plenty will get into cc, where the DE will enviably come out on top.
    ----------------------------------------

    Craftworld Number (N)ine

    Iyanden Craftworld

    Headquarters
    Farseer:
    Jetbike, Fortune, Singing Spear

    Elites
    Warp Spiders – Five (5) men strong
    Five (5) armed with Deathspinners

    Troops
    Wraithguard Unit – Six (6) men strong
    Five (5) Wraithguard armed with Wraithcannons
    One (1) Warlock
    Wave Serpent: Spirit Stones; Twin-linked Starcannon

    Wraithguard Unit – Six (6) men strong
    Five (5) Wraithguard armed with Wraithcannons
    One (1) Warlock
    Wave Serpent: Spirit Stones; Twin-linked Starcannon

    Wraithlord:
    Two (2) Flamers; Starcannon

    Wraithlord:
    Two (2) Flamers; Starcannon

    Fast Attack
    Storm Guardians Squad – Five (5) men
    Three (3) armed with Shuriken Catapult
    Two (2) armed with Flamers
    Mounted in a Falcon

    Storm Guardians Squad – Five (5) men
    Three (3) armed with Shuriken Catapult
    Two (2) armed with Flamers
    Mounted in a Falcon

    Storm Guardians Squad – Five (5) men
    Three (3) armed with Shuriken Catapult
    Two (2) armed with Flamers
    Mounted in a Falcon

    Heavy Support -
    Falcon:
    Holo Field; Spirit Stones; Starcannon

    Falcon:
    Holo Field; Spirit Stones; Starcannon

    Falcon:
    Holo Field; Spirit Stones; Starcannon

    Tactics:
    Heavy Anti-Tank Summary
    - x1 Singing Spear (S9+D6)
    - x10 Wraithcannon (Auto-glance on 4+, penetrate on 5 or 6)
    - x3 Pulse Laser

    Light Anti-Tank / Anti-Infantry Summary
    - x2 TL Starcannon
    - x5 Starcannon
    - x2 Shuriken Cannon
    - x3 Pulse Laser
    - x5 Deathspinner

    Anti-Light Infantry / Horde Summary
    - x6 Flamer
    - x5 Deathspinner
    - x1 TL Shuriken catapult

    Strong, extremely resilient list. Very difficult to amass sufficient high S weaponry to take out 2 wraithlords, 2 wave serpents, and 3 falcons. Mobile use of wraithguard in serpents; equal strength regardless of armour values. Strength versus MEQ in firepower and defensiblity, strength versus hordes in evasion (high maneouverability) and attrition until safe situations, at which point flamer death squads can exploit templates for casualties.



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  3. #2
    Senior Member Librarian Augustine's Avatar
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    Dark Eldar for sure. They have 13 dark lances which will kill the wraithlords, warp spiders, falcons everything. The DE also have the cc prowess to do win it.

  4. #3
    Senior Member tiaxrulesall's Avatar
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    i vote eldar

    -they can out-shoot the dark eldar by far, with starcannons, blowing up the raiders and ravagers, and anihilating the ground troops. the eldar never have to leave their tanks, and the DE will never get into combat, since they will never make it across the field.
    Procrastination- hard work often pays off over time, but laziness always pays off now.
    Indifference- it takes 43 muscles to frown, and 17 to smile, but none to just sit there with a dumb look on your face.

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  5. #4
    LO Zealot TheWamp's Avatar
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    I vote eldar

    They can easily down the transports, whereas the DE would struggle with return fire having only the relatively little 13 Dark lances (which are fairly ineffective in this battle)

    Basically, firepower is similar, but eldar is more survivable, and close combat isn't very relavant due to the fact that most everything is a skimmer.
    You have just recieved the Amish Computer Virus. Since the Amish don't have computers, it is based on the honor system. So please delete all the files from your computer. Thank you for you cooperation.

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  6. #5
    LO Zealot Grey's Avatar
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    I vote Eldar for the mission as the DE will be struggling to down their opponents vehicles, while their opponents will have a much easier time of it.
    "No one has a monopoly on wisdom."-S.W.G.

    Fluff Master Clan initiate.

    "I know not with what weapons World War III will be fought, but World War IV will be fought with sticks and stones."-A.E.

    "Before you embark on a journey of revenge, dig two graves."-C.

    New 40K missions here.

  7. #6
    Dawn Under Heaven Triumph Of Man's Avatar
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    The DE just don't have the staying power the Iyaden do.

    I vote Eldar


    Karmoon
    ... only triumph could turn pooing his pants into a good thing..

  8. #7
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    Similar firepower, but the dark eldar platform is weaker. Thirteen dark lances isn't scary at all for the Iyanden army. I'll show the stats for shooting at Falcons or Wave Serpents; I know someone mentioned they kill warp spiders too, but really, does it matter? Any dark eldar player that shot dark lances at jump infantry should take his models off the table.

    Dark Lance @ BS4
    0.67 hits at 50% chance to damage (4-6)
    =0.335 glances, which then must be rolled on SPIRIT STONES and HOLO-FIELDS (Falcons only)

    Conversely, take a look at Starcannon stats versus the Dark Eldar Raiders, as well as Ravager front/side armour.

    Starcannon @ BS3 on AV10
    1.5 hits at 50% chance to damage (4-6s)
    =0.75 glances

    Starcannon @ BS3 on AV11
    1.5 hits at 33% chance to damage (5-6s)
    =0.495 glances

    The Eldar Starcannon gets better returns than the specialized anti-tank of the dark lances in this one. TL SC and Pulse lasers will obviously enjoy superior performance as well, so I won't calculate those. Too many points of DE have been spent on close combat troops, which really won't have any use against the ultra-mechanized skimmer list they're facing, having first to catch the targets and then hitting on 6s. The loss of foot troops - Warp Spiders and the two Wraithlords - will not have a significant impact on the result of the battle, and the WL will take a while to fall, especially if placed in cover of any sort.

    Addendum:
    Eldar for the win.
    Last edited by red120; February 20th, 2006 at 17:34.

  9. #8
    LO Zealot TheWamp's Avatar
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    red, you going to vote???
    You have just recieved the Amish Computer Virus. Since the Amish don't have computers, it is based on the honor system. So please delete all the files from your computer. Thank you for you cooperation.

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  10. #9
    Member Goblin Ninja's Avatar
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    heh

    I VOTE ELDAR

    I used to play eldar, and my roommate now plays dark eldar. I've got a very very good Idea of what the teams emcompass. Iyanden has this one hands down for 2 reasons out of three:

    1) It doesn't matter if they go first!
    ...with so many template weapons and so many oh-so-very-awesome wraith units, they have the resiliency and potency to match it up with the dark eldar, and some acute deployment will make sure anyone thinks twice about getting too close.

    2) If they do go first, the game is over for the Darkies!
    ...hahaha dark eldar armor is nothing, but its just as bad as eldar armor! What the hell are you betting on? Dropping all 6 falcons in the first turn? HAHAHA! this eldar army is almost as rediculous as papa nurgle.

    3) Dice Gods!
    ...Darkies are crafty sonova*****es and for some reason the dice gods favor their violent ways. Its plausable that they might actually be in such a situation that some reasonable deployment and terrain might add to the advantage, and the DE HQ could rip a unit apart if it got to it. Those Ravagers are hella-dangerous to all things footslogging too, and going with the 3 set (1DL/2SC) is exactly what I would do.
    Quick! Wile 'es ded!

  11. #10
    Member Goblin Ninja's Avatar
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    nevermind. hahaha. Go Eldar Again? (grins)
    Quick! Wile 'es ded!

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